Old Discussion Thread for all 3 motion controllers

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The boxing game using two Move controllers looked pretty good, if a bit laggy and limited - the Move controls clearly looked like they were superimposed on a regular controller design, and as long as that happens there's going to be limits to how cool this is going to be. But it definitely hold promise.

It is a mechanical, lackluster presentation; very typical in large organizations. I don't know what's the purpose of this presentation. The developers who are interested already have devkits ? The consumers who are watching will feel bored because they have seen all these before. The press, where's the press ? ^_^ It looks like a routine update to reassure themselves in a meeting room. Has no marketing touch or flare.

Presentation style reeks of 40-50 year old men droning (No fun, no _young_ girls, no booze, no party, no fanfare). It's a developer conference, but developers are human too.

Okay, now that I get that off my chest... [Phew~]

The most interesting part for me is the video showing the various use cases. It tried to show the differences but I don't think it's sufficient. People will automatically think it's the same Wiimote precision, plus marketing and CG fluff. Instead of superimposed computer graphics, they should superimpose the Move strokes with real-life postures and strokes from various angle (e.g. for Golf, Table Tennis, Archery). Then show the in-game outcome/differences clearly. I'd love to see how accurate they can mimick golf swing. May save Golf Range $$$ for me. ;-) What's the purpose/push/pull factors for upgrading from Wii ? HD ? Nintendo will have HD someday. Just because Sony say so ? Then where are the rah-rah, booze and girls to influence them ? :devilish:

Presenters and demoers need to smile more. [size=-2]Don't slouch[/size].

The E3 demo is more interesting because the researchers were up there explaining the differences. Even Dr. Mark's casual spinning sword move triumphs all these demoes today -- by a few country miles.

The boxing demo has a lot of air-time, looks reasonably convincing. But the game is relatively predictable (No surprise move). Also very limited combo use (Motion + other natural interfaces). EyePet has some of it but it's only a few seconds of old videos.

If they want to reserve the good stuff (e.g., GT5, LBP) for later, then they have to think of more meaty presentations. e.g., Why not show developer tools ? I thought the controller can be trained/programmed by having the SDK learn gestures ?

Will wait for grandmaster's tech article instead.
[size=-2]I hope they didn't waste a lot of money on this presentation.[/size]

EDIT: I am rather happy they spell out their intention (e.g., going for Wii upgraders) openly. For better or worse, right or wrong, it helps to focus their presentation (and viewers' perspective), but the follow-up is not strong enough. Nintendo won't be sitting/lying down.
 
subcontroller should have had a glowing orb on it as well... then the thing would have been perfect.
"Sony says players can also use a DualShock or Sixaxis wireless controller in its place. Both devices are wireless and will include rechargeable batteries, just like standard PS3 controllers."

Maybe they want to keep it as much compatible to Dualshock controller.
 
"Sony says players can also use a DualShock or Sixaxis wireless controller in its place. Both devices are wireless and will include rechargeable batteries, just like standard PS3 controllers."

Maybe they want to keep it as much compatible to Dualshock controller.

Still... Thats very awkward! :rolleyes:
 
from Kotaku
I just played SOCOM 4 with the newly-named PlayStation Move controller. And now I know how the PlayStation 3's motion-sensitive controller is not just a me-too Wii controller.

-Fewer buttons: The Move controller is actually even more streamlined than the Wii Remote. Nintendo's Remote still offers/confuses a new player with a d-pad, plus, A, minus, 1 and 2 buttons as well as a home button and B trigger. The Move has its own home button and underbelly trigger, but just five other points of button input. That makes the controller actually feel a little naked and therefore likely even less daunting to a new player — unless they need their controllers to look like TV remotes.

-No wasted batteries: The Wii remote sucks up AA battery juice. The Move and its companion sub-controller are rechargeable via the same mini-USB connection used to charge the PS3's main controller.

-A smarter controller: I played SOCOM 4, a third person-shooter, with the Move pointed at the TV like a gun and the sub-controller in my left hand to command character movement. Wii games that were controlled with Remote and Nunchuk could be befuddled if the player pointed the Remote away from the screen. If you were playing a shooter and aimed just off the screen, the game's camera might start spinning or the game would pause and ask for the player to point at the TV again. The combination of camera sensors — the Sony Eyetoy on top of the TV detects the presence of the Move — and a gyroscope prevented SOCOM 4 from getting confused. When I moved my controller to point off of the TV, the gyroscopic sensors kept track of my movement. The same thing happened when a SOCOM developer blocked the Eyetoy camera. The precision of the controller diminishes in these situation. but the PS3 doesn't lose track of the device.

-No wire!: The Wii Remote and Nunchuk are tethered by a short cable. The PS3 Move and its subcontroller are not.

-No off-hand gyro: The Wii Nunchuk has a sensor that detects motion, more crudely than does the Remote. The PS3's version of the Nunchuk, does not have a motion sensor, according to a developer I was speaking to. There's a chance that is not final, but that is the case with the controllers at Sony's showcase event today. But that's why two-handed boxing-style games were shown with two Moves. On the Wii, those kinds of games are handled, with supposedly less precision, with a Remote and Nunchuk.

-The colored ball: The colorful sphere at the pointing end of the Move is the thing that the PlayStation Eye uses to detect the presence of the Move. The color changes. In the demo I played with SOCOM 4, the sphere was orange. Why? Because the software detected that there was no orange in the background. If we had been in a different room, the color would be different. The Wii's signature hue may be white, but this varying color at the end of the Move will likely prove to be the Move's visual trademark.

Those are the differences, all less obvious than the similarities. The PS3 Move is being shown to support shooters and table tennis, fistfighting and co-op platforming. These may be familiar templates to Wii games who have sampled Metroid, Wii Sports, and Super Mario Galaxy. But at the nitty-gritty level, some of the PS3 Move's difference offer some nice feature improvements — maybe a drawback or two — and something that isn't quite the Wii-too it appears to be at first glance.

And, hey, the Sony person showing me SOCOM didn't even make me wear the controller's wrist strap. A Nintendo person would never let me get away with that.

The Move is out this fall, price and launch games to be announced.
 
The Wii Nunchuk has a sensor that detects motion, more crudely than does the Remote. The PS3's version of the Nunchuk, does not have a motion sensor, according to a developer I was speaking to. There's a chance that is not final, but that is the case with the controllers at Sony's showcase event today. But that's why two-handed boxing-style games were shown with two Moves. On the Wii, those kinds of games are handled, with supposedly less precision, with a Remote and Nunchuk.

Only a Sony fanboy can spin the lack of motion controls in the subcontroller as an advantage :D
 
The Wii Nunchuk has a sensor that detects motion, more crudely than does the Remote. The PS3's version of the Nunchuk, does not have a motion sensor, according to a developer I was speaking to. There's a chance that is not final, but that is the case with the controllers at Sony's showcase event today. But that's why two-handed boxing-style games were shown with two Moves. On the Wii, those kinds of games are handled, with supposedly less precision, with a Remote and Nunchuk.

Only a Sony fanboy can spin the lack of motion controls in the subcontroller as an advantage :D

That would be a silly omission. What about other things like rumble and stuff is it in the Move or subcontroller ? (I can't believe they couldn't think of a better name.

Also does the Move have speakers ? That was a nice touch for Wiimote.

Is there PR photos that are more clear than conference shots ?
 
No analogue stick and therefore no character movement...sucks, would have been perfect to have one Move with an analogue and the other as shown

Yes, just knew that Move doesn't have analogue stick. And they said they're aiming this at core gamers ? Silly. That Bulb on top of move is just light nothing special. You probably can DIY it into the Subcontroller pretty easily.
 
More impressions from Kotaku:

Among the titles for the PS3's Move motion controller being shown off at the Game Developers Conference today is Sports Champions, a very familiar sounding casual sports title.

Sports Champions will include half a dozen casual sports that can be played with one or two of the microphone-like Move controllers in hand.

On display at the event were Table Tennis and Gladiator, but the other games include Frisbee Golf, Archery,

Gladiator had me holding a Move controller in each hand. My right hand's controller let me move my weapon about, in this case a giant mallet, my left hand's controller moved the shield.

A short training session explained that I had to turn my body, and pull my right hand back to better block with my left-handed shield. It also demonstrated that the controller can precisely detect the power of my swings and whether or not I was twisting my shield.

Unlike Wii Sports Resort's take on sword play, Gladiator felt a bit more controlled, requiring more tactics and finesse. Both games are still a far cry from the real experience of swinging a bladed weapon with any real one-to-one motion tracking, but I can see myself playing Gladiator more than Swordplay.

Gladiator allowed me to rack up power meter, once filled I could press a button to unleash a devastating two-hit combo. The first was just my normal swing, the second had me mimicking a motion flashing on the screen. I could also work an opponent to the edge of the ring and try to knock them out. When I was pushed to the edge I had to stick my arms out to the sides and waggle them to prevent falling, presenting a very enticing target for my enemy.

I could also swing both controller quickly up in the air and then down to trigger and jump attack. Putting my hands on my hips triggered a taunt.

The person demoing the game for me told me there would be a wider selection of enemies, all portrayed in typical action-game fashion. He said there will also be a wide assortment of unlockable weapons, including some "strange" ones.

Table Tennis was the other game I had a chance to spend some time playing.

While volleying in the game was very precise, allowing me to execute heavy spins, lobs and slams, I was thrown a bit by the serving mechanism, which I could never quite master.

To play this game use use a single controller, and the camera watches your body location to see how sideways you're turned to the screen and, much more importantly, how close or far away you are from the table.

Serving required pressing a button to toss the ball up and then swinging the controller to hit the ball. Despite having no issues in volleys, every time I tried to serve I ended up mistiming the serve which caused the ball to magically freeze in mid air until I hit it.

Once the ball was in action, though, it was an amazing experience, perfectly detecting how I held the paddle to let me serve up slices and spins with perfect precision. It also did a great job of knowing where I was standing in relation to the table, so when I stepped back to lob a shot it reacted perfectly and when I crowded the table to slam the ball that worked too.

Maybe the serve issues I was having were all me, but I'd love to see it tweaked. If that gets worked out, this could be a fantastic game.
 
Yes, just knew that Move doesn't have analogue stick. And they said they're aiming this at core gamers ? Silly. That Bulb on top of move is just light nothing special. You probably can DIY it into the Subcontroller pretty easily.

Come to think about maybe it's not much of an omission... when dual wielding, if you simple use some buttons for back, forth and side side movement... could work.
 
Come to think about maybe it's not much of an omission... when dual wielding, if you simple use some buttons for back, forth and side side movement... could work.

But the buttons arrangement doesn't look intuitive for your typical wasd control. Well in that table tennis games the Playstation Eye supposedly detects your movement. Anyway I am not understanding the button layout on Move, the arrangement just look odd to me.

Also I want to know if there is speaker on move, anyone know ? Surely they can put PSP style speaker in there.
 
But the buttons arrangement doesn't look intuitive for your typical wasd control. Well in that table tennis games the Playstation Eye supposedly detects your movement. Anyway I am not understanding the button layout on Move, the arrangement just look odd to me.

Also I want to know if there is speaker on move, anyone know ? Surely they can put PSP style speaker in there.

What about this for a WASD replacement when dual-wielding... on the left Move use trigger underneath for forward movement and big face button for reverse. On the right Move use the X for left strafe and O for right strafe.
 
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